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Acies Underwater effects
Streetboat Offline
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#11
RE: Acies Underwater effects

think it'd be possible to make it so going underwater also hides you from enemies?

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10-07-2014, 12:01 AM
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Acies Offline
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#12
RE: Acies Underwater effects

This solution will completely hide the player.
Spoiler below!

void SetEnemyDisableTriggers(string& asName, bool abX);

Enables or disables enemy triggers. If disabled, enemy will not react to player or attack.


This solution will partially hide the player.
Spoiler below!

void ReplaceEntity(string &in asName, string &in asBodyName, string &in asNewEntityName, string &in asNewEntityFile, bool abFullGameSave);

Removes an entity and places a new one in its place.

Basically you have two different types of enemies - one with a larger FOV and 'view distance' and one with a smaller FOV and 'view distance'. Upon going under water the monster which has a more difficult time finding the player is activated (and given patrol nodes) and upon going over the water the monster with full sight range is activated once more. The game will place them at the same position, so no need to keep track of that. Unsure of wheter it will cause lag on swapping, but hopefully not.


Cheers!

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10-07-2014, 12:31 AM
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Streetboat Offline
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#13
RE: Acies Underwater effects

oh my lawd, you're good

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10-07-2014, 02:36 AM
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Viper85626 Offline
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#14
RE: Acies Underwater effects

Aww, the updated video doesn't have radial blur haha.
10-07-2014, 08:26 AM
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Acies Offline
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#15
RE: Acies Underwater effects

(10-07-2014, 08:26 AM)Viper85626 Wrote: Aww, the updated video doesn't have radial blur haha.

It does, just a lot more toned down Smile You can easily customize this though!

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10-07-2014, 11:23 AM
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TheGreatCthulhu Offline
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#16
Thumbs Up  RE: Acies Underwater effects

Pretty awesome! [Image: thumbsup.gif]
10-07-2014, 05:11 PM
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